A3. Check for damage when sailing in gale conditions or
inside a storm cloud (see 3.4.4.).

A4. Roll 1d20 for each vessel, monster, or party of
individual heroes, to determine who takes action first during the remainder of
this Battle Round, low scores being quickest to react. If tied,
vessels/monsters with the highest initial MV rates gain the initiative. Ships
that performed an emergency maneuver during the previous Battle Round receive a
+5 penalty to their rolls (see 3.3.5.) Apply modifiers for commanders’ skills
and decimated crews (see 3.3.2. and 4.3.2.). Place a d20 with the relevant score
up next to each vessel/monster.

B. Heroes Combat Actions 1 & 2

B1. Individual heroes take their first action, in order of
their initiative scores. Use regular RPG mechanics.

C3. Skyships and monsters may hold or perform their attacks,
in order of initiative scores (see Phase A4). All damage takes effect
immediately.

D. Movement Phase

D1. Skyships and monsters with the highest initial MV rates
move first. Ties are resolved according to initiative, lowest score moving first. Ramming
speed and powering through must be declared before moving (see 3.1.3. and
3.1.5.).

F3. Skyships and monsters that have not performed their
attacks during the First Battle Phase may perform them now, in order of
initiative scores (see Phase A4). All damage takes effect immediately. Remove
d20s from the playing surface.

Individual heroes are assumed to be on a skyship. If not on
a skyship, heroes can move during Phase D according to the spells, devices, or
creatures they ride. Moving in this manner does not prevent heroes from taking
their four individual combat actions during Phases B and E.

I
grew up in France (mostly), England, Morocco, Washington DC, and Texas. I speak mostly French and English, with a little Spanish, Portuguese, and German. Returning to Nice for my education, I graduated from the lycée hotelier in 1977; I got passionately interested in wargames when I was attending the Lycée ... primarily in Avalon Hill games like Kriegspiel, Luftwaffe, Third Reich, and Panzer Leader
— the classics. There were, of course, no French editions of these
games at the time, so I had to learn the American versions. I loved to travel, so I studied hotel management and worked as a concierge in both France and California.

While living in San Francisco I discovered the Dungeons & Dragons Basic Set, and when I returned to Paris I joined my first regular Dungeons & Dragons (D&D) group. I started writing articles on D&D and AD&D for French gaming magazine Casus Belli, and there learned that TSR
was looking for someone to translate the games into French. Well, I
spoke and wrote both languages, and I knew the games, so a request reached Gary Gygax.
By a coincidence, he was just about to come to Paris on business, and
so we set up a meeting. I must have done OK, because he offered me the
job. After a few months of doing translation work in Nice, TSR requested I move to the home office in Lake Geneva, Wisconsin. For a sun-loving Mediterranean like me, Wisconsin in February was a bit of a shock.

After working for two years as a translator, I transferred to TSR's Games Division in July
1985 as an Acquisitions Coordinator, in charge of contracting
freelance writers. I also did game design, including adventure
modules CM7, Tree of Life; M1, Into the Maelstrom; and co-authorship of DL12, Dragons of Faith.

I worked on a number of products for the basic Dungeons & Dragons game, including writing the "Voyage of the Princess Ark" series for Dragon magazine, a monthly feature that lasted about three years, as well as other products for the Advanced Dungeons & Dragons game. I was the Basic D&D line Product Manager for years, during which the beloved D&D Gazetteers and the Rules Cyclopedia were published. I also worked at TSR as the director of production planning and head of games acquisitions.

My son Noel came to this world when TSR went bankrupt. One of the outcomes of the happy event in my life was that I could not follow my colleagues to Renton, Wa, at WotC, which had salvaged most of TSR's creative team. My writing years went on hiatus while I explored other avenues. After some time at US Web near Milwaukee and United Airlines at O'Hare, I'm now back in Wisconsin to re-invent myself and do what I really want to do! This now includes the creation of the World of Calidar.